dementation discipline

The Discipline of Dementation is one that is held at arm’s length by other clans, and in times past was solely a weapon employed by the Sabbat Malkavians. However, it has become a standard of the clan, as they know that madness is the key to knowledge.

Some of the powers gained through Dementation will use the following chart for determine the duration of the power. When the power lasts for longer than one turn its effects are not constant; they come and go in glimpses and glances, usually when the target is alone. When the Storyteller deems it, the character rolls Willpower (or spends a Willpower point) to resist the effects. One success will resist the effects for that instance.

One Success One turn
Two Successes Until sunrise
Three Successes Three nights
Four Successes One Week
Five Successes Variable

Passion (One Dot) – This power allows a Malkavian to start to unlock the secrets of a person’s mind, starting with their emotions.
Cost – None
Dice Pool – Presence + Empathy + Dementation
Action – Instant
Dramatic Failure – The Malkavian is subject to this power himself as if he rolled one success.
Failure – The Malkavian’s vision blurs and they get a sharp pain in their head.
Success – The Malkavian heightens or reduces the already existing emotion in the target. The Malkav has no control over the emotion that is chosen; the emotion the person is feeling most at the current moment is exaggerated or lessened. More successes lengthens the power. The exact mechanical effects are up to the Storyteller.
Exceptional Success – This power lasts for a full month.
Note: Changelings that harvest Glamour from a person under the effects of this power gain no benefit.

The Haunting (Two Dots) – The Malkavian reaches into the mind of his target and alters their perception. This can range in effect from simple distractions and annoyances to negative to dice pools when the effect hits the target, such as to perception or attack rolls.
Cost – 1 Blood Point
Dice Pool – Manipulation + Subterfuge + Dementation
Action – Instant
Dramatic Failure – The Malkavian is subject to this power himself as if he had rolled one success.
Failure – The Malkavian’s vision blurs and she suffers a -1 to all perception rolls for ten minutes
Success – The power allows the Malkavian to decide which sense is affected by The Haunting. More successes increases the length of distractions. Exact mechanical effects are up to the Storyteller.
Exceptional Success – This power lasts for a week, but the frequency of “attacks” is doubled.

Eyes of Chaos (Three Dots) – This power allows a Malkavian to use the wisdom in madness, being able to scrutinize the pattern in a person’s soul or even in random events.
Cost – 1 Blood Point
Dice Pool – Intelligence + Occult + Dementation
Action – Instant
Dramatic Failure – The Malkavian is sent into an hour-long spiral of madness in an attempt to discern the “pattern”
Failure – The Malkavian is caught in a dead stare for one turn.
Success – Each success gained adds to the level of information gained as interpreted by the Storyteller. One success will reveal a character’s Virtue and Vice. Three successes might reveal an encrypted message. Four successes could possibly give plot insight into future events.
Exceptional Success – This power locks a Malkavian in for a whole turn, but the character is capable of receiving information on a large scale, gaining any information the Storyteller deems fit, but it should always include a great deal of information on all things with a flair of madness.

Voice of Madness (Four Dots) – The Malkavian need only address his targets to turn their madness on themselves.
Cost – 1 Blood Point
Dice Pool – Manipulation + Empathy + Dementation, first to determine the number of targets, then roll again against the target’s Willpower to determine success against each target.
Action – Instant
Dramatic Failure – The Malkavian is subject to this power himself without it affecting anyone else.
Failure – The Malkavian loses the ability to speak for ten minutes.
Success – Creatures capable of frenzy (vampires, werewolves, other spirits) enter their frenzy. Mortals and other supernatural creatures enter a fight or flight state, with the outcome depending on their Vice and/or Virtue; mortals, however, will not remember what happens during this time. This lasts for one scene, although those can test out of their frenzy make test as normal. The Malkavian must also test against this power.
Exceptional Success – If rolled on the activation, the power extends to an additonal 2 targets. If rolled the second time, the power lasts for two scenes, and any target that can test out of their frenzy suffer a -1 dice penalty.

Total Insanity (Five Dots) – The Malkavian learns how to totally ruin the mind of those he speaks to. In order to use this power, the Malkavian must gain his target’s undivided attention for one full turn. This power is the reason that most Kindred who speak to powerful Malkavians tend to break conversations regularly, not allowing their minds to fall down the slope the Malkavian walks.
Cost – 2 Blood Points
Dice Pool – Manipulation + Intimidation + Dementation vs the target’s Willpower
Action – Extended (takes one full turn)
Dramatic Failure – The Malkavian is subject to this power himself as if he rolled two successes.
Failure – The Malkavian gains only one dementation, and cannot attempt this power until the next sunset
Success – The Malkavian bestows upon his victim five derangements as chosen by the Storyteller. These derangements last for a duration equal to the number of successes rolled.
Exceptional Success – This power lasts for two months, although the Malkavian can sacrifice a permanent Willpower point to make the effect last for a year.

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dementation discipline

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